Chained Together is a physics driven climbing game from Anegar Games, published by Secret Mode on 19 June 2024 and priced around five euros. One to four players are literally chained to each other and have to climb roughly 3,600 metres from The Hell Cliffs to The Garden, with a fully simulated chain that catches on geometry and drags teammates off ledges. Falling is shared, so one bad jump can undo everyone's last twenty minutes. The map runs through 10 named sections, gated by height rather than by loading screens, and there are three modes: Normal with no checkpoints, Beginner with three checkpoints, and Lava with rising flames chasing you. Leaderboard runs only count in Normal and Lava.
These tips go beyond the basics. They're the strategies experienced players use to play more efficiently, the hidden mechanics most people miss, and the optimizations that compound over a full playthrough. If you're just starting, check our beginner's guide first.
Essential Tips
1. The map is 10 sections and roughly 3,600 metres, from The Hell Cliffs at 0 to 300 metres up to The Garden at 3,200 to 3,600
The map is 10 sections and roughly 3,600 metres, from The Hell Cliffs at 0 to 300 metres up to The Garden at 3,200 to 3,600. Knowing which zone you are in tells you roughly how far you have left.
2. Beginner mode's three checkpoints sit near heights 576 in The Whispering Vault, 1,675 in The Harbor and 2,757 in The Deities
Beginner mode's three checkpoints sit near heights 576 in The Whispering Vault, 1,675 in The Harbor and 2,757 in The Deities. Nothing else in the game saves your progress.
3. Checkpoints do not exist in Normal or Lava mode, and only those two modes count for leaderboards, so a checkpointed run is practice rather than a record
Checkpoints do not exist in Normal or Lava mode, and only those two modes count for leaderboards, so a checkpointed run is practice rather than a record.
4. Play Solo mode first
Play Solo mode first. Without a chain partner the game is a straightforward precision platformer, and route knowledge learned solo transfers directly to co-op.
5. The anchor and jumper pattern is the whole game at two players
The anchor and jumper pattern is the whole game at two players. One person plants, the other jumps, and you swap roles rather than both moving.
6. The chain catches on geometry rather than passing through it, so a partner standing on the wrong side of a pillar will stop your jump dead mid air
The chain catches on geometry rather than passing through it, so a partner standing on the wrong side of a pillar will stop your jump dead mid air.
7. Check what is above a launcher before you use it
Check what is above a launcher before you use it. Launching into an obstacle throws the whole chain back down and can cost several hundred metres.
8. Lava mode's rising flames make the climb a memory test, not an exploration one
Lava mode's rising flames make the climb a memory test, not an exploration one. Do not attempt it before you can clear the first 1,100 metres from memory.
9. Four player runs are far harder than two player runs, not four times more fun
Four player runs are far harder than two player runs, not four times more fun. Move one player at a time and never let two people jump simultaneously.
10. At five euros with 16 achievements, this is a short game by content and a long one by attempts
At five euros with 16 achievements, this is a short game by content and a long one by attempts. The frustration is the product, and the store page is honest about it.
Advanced Strategies
Build Optimization
The difference between an average build and an optimized one is massive. See our builds guide for full breakdowns.
For The Anchor (A-Tier):
- Focus on Simulated chain physics combinations for maximum output.
- Core gear: Standard jump
- Stat priority: Offensive stats first
For The Jumper (A-Tier):
- Versatile approach that handles any situation.
- Core gear: Long jump
- Stat priority: Balanced stats
Mechanic Interactions
Understanding how Chained Together's systems interact is where the real optimization lives. Our combat guide covers this in detail.
Simulated chain physics + Shared fall punishment: The chain is a real physics object, not a leash with a fixed radius. Combined with Shared fall punishment, because everyone is attached, a fall drags the whole group down with you.
Height gated zones + Three difficulty modes: The 10 sections appear based on your altitude rather than through doors, spaced roughly every 400 to 500 metres. When paired with Three difficulty modes, normal has no checkpoints and full difficulty.
Launchers and swing points scaling: Later zones add catapult launchers and grab points that fling the group upward. They save enormous time when used correctly and cost enormous time when the player behind you is not ready, so calling them out before triggering is mandatory.
Equipment Efficiency
| Equipment | Best Use Case | Why |
|---|---|---|
| Standard jump | The Hell Cliffs and any short gap where precision matters more than distance | The basic hop that covers short gaps. |
| Long jump | Everything above The Whispering Vault, where gap sizes exceed the standard jump | The running jump that covers real distance. |
| Chain swing | Gaps that are wider than a long jump, especially around The Harbor's crane sections | Using the chain as a pendulum by anchoring one player and swinging the other. |
| Launcher catapult | Fast vertical gain in the upper zones and Lava mode runs where time is the constraint | Catapults placed in later zones that fling players upward. |
| Partner drag | Rescuing a partner who is hanging, and short assists where a jump is not possible | Deliberately using your own weight to pull a teammate across a gap they cannot jump. |
Location Efficiency
The Hell Cliffs (0 to 300 metres): The opening zone and the burning bottom of the map. Short gaps and simple geometry, which makes it the place to learn chain behaviour before it starts costing you real height.
The Subway Station (600 to 1,100 metres): The longest of the lower zones at 500 metres of climb. Enclosed geometry means the chain catches constantly, which is where most first attempts stall out.
The City (1,100 to 1,600 metres): A 500 metre urban stretch above the subway. More open than the station below it, with longer falls as the trade off for easier chain management.
The Harbor (1,600 to 2,100 metres): Crane hooks and swinging sections dominate here, and the Beginner mode checkpoint sits at roughly height 1,675 on the far side of the crane crossing.
The Garden (3,200 to 3,600 metres): The final zone and the top of the climb, the calm counterpoint to the bone and fire imagery at the bottom. Reaching it ends the run.
Mistakes Even Veterans Make
- Both players jumping at the same time, which removes any anchor and turns a small mistake into a fall for everyone.
- Starting on Normal mode for a first run, giving up all three checkpoints before you have learned a single zone.
- Triggering a launcher without warning the rest of the chain, sending the group into a hazard nobody was looking at.
- Treating the chain as a fixed length leash rather than a physics object that wraps over ledges and snags on geometry.
- Adding a third and fourth player early on the assumption it will be easier, when each extra player multiplies the coordination cost.
Pro Quick Tips
- The map is 10 sections and roughly 3,600 metres, from The Hell Cliffs at 0 to 300 metres up to The Garden at 3,200 to 3,600. Knowing which zone you are in tells you roughly how far you have left.
- Beginner mode's three checkpoints sit near heights 576 in The Whispering Vault, 1,675 in The Harbor and 2,757 in The Deities. Nothing else in the game saves your progress.
- Checkpoints do not exist in Normal or Lava mode, and only those two modes count for leaderboards, so a checkpointed run is practice rather than a record.
- Start with The Jumper, switch to The Anchor when ready
- Invest in Standard jump above everything else
- Clear areas in order: The Hell Cliffs → The Subway Station → The City → The Harbor → The Garden. See our maps guide
- Simulated chain physics + Shared fall punishment together are stronger than either alone
More Chained Together Guides
- Chained Together Chained Together Overview
- Chained Together Best Builds
- Chained Together Tier List
- Chained Together Walkthrough
- Chained Together Beginner's Guide
- Chained Together Weapons Guide
- Chained Together Combat Guide
- Chained Together Boss Guide
- Chained Together Maps & Locations
- Chained Together Crafting Guide
- Chained Together Classes & Characters
Similar Games
If you enjoy Chained Together, check out these related guides:
- Red Dead Redemption 2 Tips & Tricks: adventure game with similar mechanics
- Sea of Thieves Tips & Tricks: adventure game with similar mechanics
- Dredge Tips & Tricks: adventure game with similar mechanics



